ThatOneDemoPlayer
ThatOneDemoPlayer
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Trickster.
I love his design, I like his lore but his Power is just... bad.
It's a cheap Huntress knock-off, with the only difference being is that he throws multiple projectiles instead of one.
He's pure 1v1, no 1v4, and his 1v1 is bad. It's weak and inconsistent. If a Survivor is in a Dead-Zone, they die, but if they're, you know... smart, they're going to loop a Trickster for eternity on any loop with a high wall
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All I'm seeing is a poor Demogorgon got absolutely destroyed thanks to the Survivor meta
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Her fatigue balances her ability to bypass every wall and most defenses Survivors have
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2893676#Comment_2893676
Keep up the good work, my friend. Creativity is an oasis in the arid badlands of life. :)
I will keep up the work, don't worry. I'll probably have another concept cooking in a weeks
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@kittycat4488 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893139#Comment_2893139
if it’s a “skill issue and bad ping” then explain how she downed all four survivors by just winding up immediately after downing someone with a hatchet, with also one perk on which was her huntress lullaby perk and no add ons. so clearly not a skill issue
Yes, it was a skill issue.
If all 4 Survivors were grouped up and got downed immediately, they should've played better and split up/get better at dodging Hatchets
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@Valik said:
A very spirited and highly creative insight. I commend your obvious brilliance and the evident work that you've put into this. Someone, somewhere, should probably hire you for presentations like this.
Sadly, though, I must disagree with the design principles of this killer. While thematically unparalleled - not only does this make the killer take a very long time to become a viable force in the game - but it also strangles the playstyle of the killer into a railroad. There is only ONE optimal way to play the killer.
I won't contest your drive, or what you put forward, but suffice to say - unless you spawn into the trial as the Xenomorph, the killer is simply NOT going to work.
Thank you, I wasn't expecting people to enjoy the idea this much.
The more I think about it, yes, this Concept was more about being an accurate representation of the Alien film, and less about fully working as a Killer, though I feel like I tried my best with my idea.
If you're interested in a Concept that would work "better" as a Killer, I have one (the Queen is just a bigger Xenomorph with a bigger crest not an actual Queen), though I personally find it worse, especially now that I finished this one.
Also, if you find any similar Add-ons or Perks, it's because I might have re-used them for this one.
DbD Chapter Concept: Alien New Killer The Hive A hive of Killers, The Hive's Queen is able to set up Nests and send out its Drones using its Power Queen's Orders. With the help of their 3 Perks Isolation, Ambush Predator and Hex: Perfect Organism, they're able to isolate their targets, attack ... -
That'd remove the ability to choose Hooks and apply pressure. Nah
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You should've recorded your wins/loses and Perks used, both on your team and which ones the Killer used
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@CrimsonMothKing said:
This is definitely a very creative view of how the Alien could work in DBD. However the main issue I have is in order to get to the point of being the actual killer, takes a while. Thematically, it fits perfectly, especially as all the films start this way, facehugger impregnates someone, chestburster runs away, then the Alien hunts. However, with DBD's current gen speeds and this killer having 0 early pressure, it could end up making games unnecessarily difficult straight off the bat.
But the idea itself is really cool. I had a similar idea for an Alien chapter where the alien had vertical movement, being able to jump up to elevated vault locations whilst 'prowling'.
Evolving all the way to the Xenomorph will take a while, but I feel like the lethality of the Facehugger and the mobility and stealth of the Chestburster kinda make up for it, allowing you to get a quick down, and then also get to the other side of the map and start a chase with another Survivor, basically forcing 3 Survivors off of Generators
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Steve is too low
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Grades don't mean anything.
Huntress is fine. There is a cooldown between Hatchet's.
Seems like more of a skill issue and bad ping
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Losing games thanks to Dead Hard.
Dead Hard is easily the best Perk in the game and the most overpowered one. Losing because of it sucks so much
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Completely rework DH
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Rework the Perk and add an FOV slider
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Wasn't the Hag based on a Wendigo?
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2892743#Comment_2892743
in "many instances"... interesting but without explaining any, thats a nice argument you got there mate, at least i have to give u the fact that goes in line with what u been giving so far in your replies.
the last is your asumption, dont asume read and dont distort to fill your narrative, if any ask first... i dint say i wanted that, i nfact im mostly fine with many of those m2 killers if DH is still there, being able to give extra time to survivors and not a hopeless experience cause u get outplayed no matter if u are at a jungle gym, pallet gym they pretty much can mean nothing, and the best thing u have is a coin toss where for the most part u are at a disadvantage.
I'm not distorting anything. All I've seen you do is complain that you got outplayed and like the fact that DH can save you from your mistakes
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2892729#Comment_2892729
exactly u didnt have an argument and most likely dont have any for the rest of the killers mentioned especially when i said (certain addons)
i dont want to 1v1 the killer, what i want is not being hopeless because he has a m2 ability that pretty much guarantees the down VERY FAST so u get """""""outplayed"""""""""" the moment he gets close enough cause defenses are pretty much meaningless, so if u dont have something to "outplay" the killer at least once and create extra time u have a clear balance problem and people not wanting to deal with it cause makes no sense to try, its hopeless (especailly when u play solo, survivors using trash perks and not cooperating at all) its not about not dying is about having the possibility to do something without dying way too fast, not a matter of skill when u go against killers being able to easily ignore defenses wich were on a rampage lately with BHVR, get rid of DH and you have a huge balance problem, cause im also sure many killers were designed cause DH exists.
Defenses, those being Pallets and Windows, aren't useless against any Killer that isn't Nurse.
They're all useful in different ways against different Killers.
You might not be able to loop an Artist like you loop a Wraith, but Pallets and Windows are still useful against her.
Your posts just screams "I want every Killer to be an M1 Killer that is easily looped"
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Rework the Perk completely.
If you nerf the I-Frames, the Perk will still be uncounterable when used for distance.
If you nerf the distance, the Perk will be useless
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2892717#Comment_2892717
Comparing it to other perks does not make it OP.
You wrote that entire paragraph and it shows nothing about why you think it is OP. All I see if comparison to other exhaustion perks, even though they are suppose to be different and strong in their own way.
Keep trying though. I am sure the more you complain about DH the more it will stick.
I mean, the comparison shows that it's op.
It's the only Perk in the game that allows the Survivor to reliably 1v1 the Killer, which wastes a huge amount of time and can lose games if multiple Survivors use it
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2892719#Comment_2892719
you are hilarious. but next time try with an argument. for example explain how u skill avoid a bird from artist? u dont, u run w for extra 10 seconds and die later. thats how it works, but EY should plf played better, should been skilled!! try better next time, not with ilogic.
If you died because you didn't know how to use ShiftW properly, then yes, you should have played better.
What I'm getting at, is that you, a single Survivor, wants to be able to 1v1 the Killer and not be able to be caught.
That's not how the game is balanced, or shouldn't be. You're supposed to be caught by the Killer, you can only extend the amount of time it takes to get caught
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Play as efficiently as possible. Tunnel, camp, slug, whatever and you'll have a chance to win
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2892614#Comment_2892614
oh yeah cause blight with certain addons is about getting good, or huntress being able to shoot trough pallets, structures is also about getting good, not even talking about artist because avoiding her birds is also a matter of skill aswell, or plague red puke a matter of skill, or deathslinger shoot (especially before nurse but whatever) sure mate!!!
Yes, those are all about skill.
If you're having trouble, look for guided on the internet
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2892607#Comment_2892607
Says the person who claims something is OP because he doesn't like it.
You fit right in these forums.
I've yet so see a reason as to why it isn't that actually makes sense.
One of the counter-argument I've seen was "Bait it out", which doesn't apply to using Dead Hard for distance.
Another one I've seen was "Dead Hard doesn't give as much distance as other Exhaustion Perks, like Sprint Burst", which is true, Dead Hard gives less distance, but it depends when Exhaustion Perks are used.
Dead Hard is the only Exhaustion Perk that can reliably extend chases after the Killer already put in time into the chase, which is stronger than either denying chase, or ending the chase before the Killer got their first hit.
It's the same reason I think Overcome is better than Sprint Burst but worse than Dead Hard. It activates after the chase already started, but ends it immediately after activating.
Dead Hard activates in a moment of vulnerability from the Survivor side, most of the time when they wouldn't have gotten to a Pallet or Window, and gives them the slight amount of edge that helps them make it, but is also a small enough amount of distance that ending a chase for wouldn't be worth it
Are we just... going to ignore this whole post because it contains arguments you don't like and can't find a logical counter-statement?
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2892629#Comment_2892629
Have faith! :D They were actually much better in the PTB. They were a night and day difference as well as kept collision when they hit a Survivor. I understand removing the collision, but they went and did something else too. >:(
Zombies don't lose collision when hitting a Survivor, only when getting blinded
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2892623#Comment_2892623
Well being realistic, I think they'd be more inclined to just make a new model for the parasite on their head instead of outright delete them having spent time money and resources on them to begin with. That won't happen. If they buff the AI, I think he'll be in a better spot.
I don't see a world in which Zombies don't get stuck on a bush in the corner of Dead Dawg
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Better idea:
Delete his Zombies completely and buff his Contamination so he has a non-RNG 1v4 Power
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Seems like a good idea. I like it.
Onryō will be able to prevent the Dead Hard pretty easily as she can walk through Survivors if she is demanifested, but that's not a bad thing
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You only want to see Laurie, David, Bill and Mikaela?
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@hiken said:
as long as killers dont change survivors are obligated to adapt to survive longer.... change killer mentality survivors may start aswell... just see what happens when no one uses DS, killers start literally camping and tunneling way more cause is free, and there is no penalization, so why not?.
bhvr added SO MANY m2 killers with powerfull abilities that i fear when they nerf Dead Hard, the game will be SO EASY for certain killers tath is not even a joke, i hipe as they nuke DH they nuke killers abilities (nerf them considerably)
The only "uncountable" Killer is Nurse. If you're having trouble looping any other Killer, you might want to try and get good
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They shouldn't, but some do
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2891735#Comment_2891735
There are instances where DH for distance CAN be baited out. It isn’t my fault that you whiff too soon.
Not everyone who uses DH for distance is going to a pallet. Sometimes the survivor doesn’t have enough distance to make it to whatever destination (pallet, window) so they bait YOU to swing. So let’s be clear about that.
I would like to think that in order for a perk to be OP would mean that it cannot be baited out/countered AT ALL. Dead Hard isn’t that, certainly not with killers who know that they are doing. The ones who don’t should learn and adapt.
Also, Considering the direction of killers being released (the anti-loop) ones this perk of anything has become healthier for the game. Because it provides some sort of counter that a pallet would not give you.
So, your only counter-argument is "Bait it out".
Good to know discussing balance with you is worthless
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2891847#Comment_2891847
Charles Lee Ray, other than just being a sadistic serial killer who strangled his own mom, is a voodoo master who used several spells, including the body swap that saved his life (by putting his soul in the doll) and others to locate and subdue his victims. In the first movie you actually meet his mentor (before he's brutally murdered) who taught him the secrets of the Loa. Also, it wouldn't be remiss to add a stealth mechanic, as he's a sneaky little bastard.
Seems like your typical male DbD Killer
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2891863#Comment_2891863
Ah I see. There's got to be something with Exhausted that can be changed to make it a decision in the Survivors mind before just YOLOING whenever..
Yolo'ing whenever and wherever usually bites Survivors back so that's why I don't necessarily think Exhaustion needs a nerf. Dead Hard, however can rot in hell
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@Bladeisbest said:
What if they made it to where: When a Survivor is suffering from the Exhausted Status Effect (whether it be by their own perks or the Killer's perks or power) they cannot vault period? Would that fix anything? Or would you have to make it to where they just can't interact with stuff while running/in chase since they are.... you know.... EXHAUSTED???
Not being able to vault Windows is too harsh.
Not being able to fast vault Windows would be more fair, but i don't think Exhaustion, the Status Effect itself, needs a nerf
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2890056#Comment_2890056
If Dead Hard is granting such a massive advantage to survivors, then nerfing it would require major buffs to all the exhaustion perks to make up for it or nerfing Killer speeds somehow. It's being used by 47% of survivors.
You can't nerf something being used by that large a base of players and not balance it out somewhere else. You have to remember that kills/escapes are at 50%, according to the developers and that is where the developers want the balance to be.
Nerfing Dead Hard doesn't mean that other Exhaustion Perks would need buffs.
Dead Hard is the most used Exhaustion Perk because it's op, not because the rest are bad. Sure, Head-On and Balanced Landing could use a few buffs, but the rest are good and balanced Perks
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2891804#Comment_2891804
Thats subjective, because i play on console and it didn't bother me, it sucked because that isn't his original pov, so that was just downside, with Chucky it would be fair because he would be a bit harder to spot aswell
What would Chucky's Power be? I'm not big on Child's Play, or horror movies in general, so I don't really have an idea on what he'd do.
All I know about Chucky is, he tried to merge his soul with Andy using voodoo magic, failed and then fully became the doll?
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Alchemist Ring? Sure
Base-kit? Nah. His exploits were removed anyway, unless Blight players found another way to Lag-Flick
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@eaebree said:
That is not being toxic just a good strategy by getting mad you start to play worse and that works for survivors its just a game
T-bagging and clicking during a game? Yes
Trash talking in end game chat? No, you're just being toxic
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SoloQ:
Yes, it can suck. Yes, the devs are looking at it. No, SoloQ isn't unplayable, atleast it wasn't last time I played.
Wraith is a weaker version of Onryō imo. They both have stealth and mobility but Sadako is better.
Ghostface is getting some Add-on buffs, along with a few QOL changes and some substantial nerfs that make him weaker than before imo, so I wouldn't start looking at him when it comes to maining him
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2891764#Comment_2891764
Im not 100% sure why, but i remember reading that it was something like that, but generally speaking his pov was reworked because it was bugged, not because of the reasons the guy mentioned
No matter the reason, his low POV sucked, especially on console
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I just want an A tier Killer, it's where most Killers should be, but sadly aren't
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2891119#Comment_2891119
Yep, it's a bad perk now. People don't seem to realize how much time it takes to find a totem, then bless the totem and then heal. Not to mention you have to run to that specific spot to heal. The killer can snuff it in like a couple of seconds as well.
So you're counting the amount of time it takes the Survivor to go and heal up (on their own which means more Gen time overall), but don't when it comes to the Killer going out do their way to snuff it (which takes around 30 seconds if placed well, which is, at max, 120 seconds worth of Gen time, and 60 seconds minimum)? Double standard?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2891759#Comment_2891759
I don't need to. Everyone knows his glory. I'm just giving the reminder that he's a good boy.
That's fair, but everyone already knows that Demogorgon is a good boy, so that's why I figured he should get more praise
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2891520#Comment_2891520
That just isn't true, I've played Blight since his release, he had lower pov but it wasn't like you couldn't see over loops, that's a lie. They reworked his pov because it was lower than it should, because he was taller than his pov showed
Wasn't his Killer model half way underground so that was why it was so low?
I remember when the intro cutscene bugged out so you could see the Killer model when loading in and Blight was knee-deep underground
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DEMOGORGON: He’s a good boy. What else can I say?
Say more, Demogorgon deserves more praise
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2890438#Comment_2890438
Dead Hard let’s you dodge hits you otherwise would have taken.
You know you lost an argument when you bring up Bloodlust
Besides, it takes like 40 seconds to T3 provided you never break a pallet
Isn't it 45? I mean, it still doesn't matter, that's half a Generator per Health State so the Killer should lose all Generators in a maximum of 5 chases, minimum 2
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2887508#Comment_2887508
This comment is very interesting to me because for some time now I'm starting to think I lose out on more 50/50 hits, like the tip of the weapon or pallet/window vaults because my ping isn't as good as other players, wonder if the same thing going on with Plagues power.
I was on 6/7 Mbps upload speed but on May 5th I get upgraded to 30 Mbps, not 100% sure but believe upload speed factors into ping, be interesting to see how much it helps.
Worse ping hurts, a lot. Killers lose out on hits that they otherwise should've gotten and Survivors get hit after they've already vaulted the Window or dropped the Pallet
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2890623#Comment_2890623
Keep telling yourself that.
Its not OP.
I've yet so see a reason as to why it isn't that actually makes sense.
One of the counter-argument I've seen was "Bait it out", which doesn't apply to using Dead Hard for distance.
Another one I've seen was "Dead Hard doesn't give as much distance as other Exhaustion Perks, like Sprint Burst", which is true, Dead Hard gives less distance, but it depends when Exhaustion Perks are used.
Dead Hard is the only Exhaustion Perk that can reliably extend chases after the Killer already put in time into the chase, which is stronger than either denying chase, or ending the chase before the Killer got their first hit.
It's the same reason I think Overcome is better than Sprint Burst but worse than Dead Hard. It activates after the chase already started, but ends it immediately after activating.
Dead Hard activates in a moment of vulnerability from the Survivor side, most of the time when they wouldn't have gotten to a Pallet or Window, and gives them the slight amount of edge that helps them make it, but is also a small enough amount of distance that ending a chase for wouldn't be worth it
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Pinky Finger has the same counters as base-kit Clown.
Just drop Pallets early, like you would with normal Clown, and Pinky Finger will only affect you if he's camping, which can be countered by just doing gens
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2890623#Comment_2890623
op meh its popular becuase its easy to use and very convenient if you want to use sprint brust effectively you have to run with it 99 and keep running thats annoying and not so easy to do (its easy but you get what i mean) with dead hard you just become injured and press a button its fast and often gets the job done
And is uncounterable when used for distance, so my point still stands